Re: New devblog: Random assignments - The final details

Perpetuum wrote:
Aye Pod wrote:

+/- 1 Blocker  Retaining new players is a must. This mission revamp is a good step in the right direction. In the current state of the game its the current player base that keeps people logging in, not the game itself. Why do you think the forum has more activity than the game does? IMO, we need to stop bleeding vets at this point. We can sit around all day pointing fingers at who is ruining your game today but ultimately if the people who already like the game cant be bothered to keep logging in then what?


I just want to say how awesome I am, and that this game is so terrible, that most would have to be paid to play. 

But, alas, my awesomeness is so great that it over shadows the *** terrible game, enticing others to stay and play, as I am so awesome.

Your covered.

it would be funny to know how many people read these forums each day & how many actually log into the game. Im going to bet the forums get more visitors tongue

True Pros make a Podcast to influence the Devs minds, 
The rest of you guys are Hacks tongue

PS. I got my Highways & stopped playing b4 they came in & have never used them! ...... Irony much ? tongue

Re: New devblog: Random assignments - The final details

Obi Wan Kenobi wrote:

it would be funny to know how many people read these forums each day & how many actually log into the game. Im going to bet the forums get more visitors tongue

I'm watching for a news and share it to my guild. Waiting for reasons to play this game.

The theory of mutual interests
Why the crybabies wins?
Где Ханя - там победа (с)
DEV Zoom: No need to speculate...

Re: New devblog: Random assignments - The final details

I do my part, being awesome all the time, it gets to be overly awesome at times.

I am Perpetuum.

129 (edited by Burial 2015-04-02 12:31:57)

Re: New devblog: Random assignments - The final details

Zortarg wrote:

we have been at these discussion before.
fact is not everbody wants to go to beta/gamma.
the game neaads a healthy economy of carebears. look at eve. most of the player population sits in high sec. doing their things.
if you nerv alpha too much down no one will stay in the game that dont wants to go to beta/gamma.
these ppl will not be forced to play the way you want them to play. they will just look for another game.
alpha players need enough to do on their own.

i think alpha ore fields are small enough as they are. and mining solids is a pain in the azz...
make them smaller in size ok.. make the tiles have more ore for that so one field has the same yield. so you dont have to switch tiles all half miniute even if you spread your miners around...

to make beta and gamma more atractive there have to be other things like the standart ores that are highly sought after. for now we have epri and colixum. sadly we dont have the high demand in economy yet that would make it rewarding o go for that. if we get a economy that wants colixum badly then this will be a different thing. besides gamma islands can provide much more content in the future. if the devs find the time to develop it...

All I'm trying to say is that huge difference between Alpha and Beta income needs to be present. Holding Beta, farming on Beta etc is a lot more group effort than just kicking it on Alpha. Reward has to be there accordingly or why bother?

Re: New devblog: Random assignments - The final details

Perpetuum wrote:

I do my part, being awesome all the time, it gets to be overly awesome at times.

Didnt you hear!

https://www.youtube.com/watch?v=9cQgQIMlwWw

Thanx for being part of the team.

Re: New devblog: Random assignments - The final details

Burial wrote:
Zortarg wrote:

we have been at these discussion before.
fact is not everbody wants to go to beta/gamma.
the game neaads a healthy economy of carebears. look at eve. most of the player population sits in high sec. doing their things.
if you nerv alpha too much down no one will stay in the game that dont wants to go to beta/gamma.
these ppl will not be forced to play the way you want them to play. they will just look for another game.
alpha players need enough to do on their own.

i think alpha ore fields are small enough as they are. and mining solids is a pain in the azz...
make them smaller in size ok.. make the tiles have more ore for that so one field has the same yield. so you dont have to switch tiles all half miniute even if you spread your miners around...

to make beta and gamma more atractive there have to be other things like the standart ores that are highly sought after. for now we have epri and colixum. sadly we dont have the high demand in economy yet that would make it rewarding o go for that. if we get a economy that wants colixum badly then this will be a different thing. besides gamma islands can provide much more content in the future. if the devs find the time to develop it...

All I'm trying to say is that huge difference between Alpha and Beta income needs to be present. Holding Beta, farming on Beta etc is a lot more group effort than just kicking it on Alpha. Reward has to be there accordingly or why bother?

+1

You either die a hero, or live long enough to see yourself become the villain.

Re: New devblog: Random assignments - The final details

Burial wrote:
Zortarg wrote:

we have been at these discussion before.
fact is not everbody wants to go to beta/gamma.
the game neaads a healthy economy of carebears. look at eve. most of the player population sits in high sec. doing their things.
if you nerv alpha too much down no one will stay in the game that dont wants to go to beta/gamma.
these ppl will not be forced to play the way you want them to play. they will just look for another game.
alpha players need enough to do on their own.

i think alpha ore fields are small enough as they are. and mining solids is a pain in the azz...
make them smaller in size ok.. make the tiles have more ore for that so one field has the same yield. so you dont have to switch tiles all half miniute even if you spread your miners around...

to make beta and gamma more atractive there have to be other things like the standart ores that are highly sought after. for now we have epri and colixum. sadly we dont have the high demand in economy yet that would make it rewarding o go for that. if we get a economy that wants colixum badly then this will be a different thing. besides gamma islands can provide much more content in the future. if the devs find the time to develop it...

All I'm trying to say is that huge difference between Alpha and Beta income needs to be present. Holding Beta, farming on Beta etc is a lot more group effort than just kicking it on Alpha. Reward has to be there accordingly or why bother?

+1

You either die a hero, or live long enough to see yourself become the villain.

Re: New devblog: Random assignments - The final details

Aye Pod wrote:
Perpetuum wrote:

I do my part, being awesome all the time, it gets to be overly awesome at times.

Didnt you hear!

https://www.youtube.com/watch?v=9cQgQIMlwWw

Thanx for being part of the team.


Didn't Click.

Could you, in over 1000 words or more, explain the pictures that move really fast, and what they mean.

I am Perpetuum.

Re: New devblog: Random assignments - The final details

Why is everyone so attached to beta for some reason.

Is it the end all and be all of everything?  Does "fixing" it actually help the game out any at all?

I have yet to see a implementable solution to the "problem", I know I speak for the Dev's on this point.

Reasoning behind this, simple, the goals of A,B, and G have not been outlined in any coherent manor.  Gamma was adding without any forethought at all.

I can go on but Development cycles do not permit me.

I am Perpetuum.

135

Re: New devblog: Random assignments - The final details

Because the one thing this game actually does better than any game I've played is the PvP. This shows in that of the people who have stuck it for years 95% of them are PvPers. Normally that's not how it goes.

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

Re: New devblog: Random assignments - The final details

Take your wonderlust for beta, move it to gamma (Working Gamma) and you have a working system.

I am Perpetuum.

Re: New devblog: Random assignments - The final details

Annihilator wrote:
Aye Pod wrote:

Npc's fighting other Npc's should be interesting.

but thats not in the next patch.

most likely this pve patch will increase the inflation even more, and the ones profiting most, are those sitting in permanent 10+ member squads, even if those other members are afk or just idle alts.
I have not seen any hint in Zooms posts that there is at least a check if those agents are deployed on the same island.

Increase in difficult most likely will only mean more NPCs will spawn, and very unlikely that they will spawn shielded NPC Ewar and RR bots.
Before NPCs need to learn to fight each other, they need to learn how to work together and using support modules.

I don't want to see higher difficulty that is countered by two indu-followbots for RSA+RR+ET permabuffing a full-tuner fit mk2 heavy.

quote since i posted it a bit offtopic somewhere else.
Dev Zoom - please confirm/deny

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: New devblog: Random assignments - The final details

No, you are not worthy.

I am Perpetuum.

Re: New devblog: Random assignments - The final details

The game needs to cater to all play styles.

Alpha needs to be profitable enough for new players to join (spend $) and learn basics and get resources
But not easy. Or bottable. Needs red spawns, roaming observers.

Beta needs to be far more profitable, and far more dangerous. Enough for a newb to want to risk bots for reward, die in PvP, and still want to come back and risk it again. And Beta needs to be open, the only way corps should be able to shut it down is by presence, not lockout mechanics.

Gamma needs to be the be all end all. Highest investment cost, best rewards, resources, industry. It needs to be defendable, but not unbreakable.

These guidelines cater to all players at all levels. It's what the game needs to survive. Currently Alpha is too easy, Beta is too risky for rewards, and Gamma is not defendable.*

*based on an actual decent playing population which the game does not currently have.

Re: New devblog: Random assignments - The final details

Cassius wrote:

The game needs to cater to all play styles.

Alpha needs to be profitable enough for new players to join (spend $) and learn basics and get resources
But not easy. Or bottable. Needs red spawns, roaming observers.

Beta needs to be far more profitable, and far more dangerous. Enough for a newb to want to risk bots for reward, die in PvP, and still want to come back and risk it again. And Beta needs to be open, the only way corps should be able to shut it down is by presence, not lockout mechanics.

Gamma needs to be the be all end all. Highest investment cost, best rewards, resources, industry. It needs to be defendable, but not unbreakable.

These guidelines cater to all players at all levels. It's what the game needs to survive. Currently Alpha is too easy, Beta is too risky for rewards, and Gamma is not defendable.*

*based on an actual decent playing population which the game does not currently have.

Yep +1

You either die a hero, or live long enough to see yourself become the villain.

Re: New devblog: Random assignments - The final details

Cassius wrote:

The game needs to cater to all play styles.

Alpha needs to be profitable enough for new players to join (spend $) and learn basics and get resources
But not easy. Or bottable. Needs red spawns, roaming observers.

Beta needs to be far more profitable, and far more dangerous. Enough for a newb to want to risk bots for reward, die in PvP, and still want to come back and risk it again. And Beta needs to be open, the only way corps should be able to shut it down is by presence, not lockout mechanics.

Gamma needs to be the be all end all. Highest investment cost, best rewards, resources, industry. It needs to be defendable, but not unbreakable.

These guidelines cater to all players at all levels. It's what the game needs to survive. Currently Alpha is too easy, Beta is too risky for rewards, and Gamma is not defendable.*

*based on an actual decent playing population which the game does not currently have.

It does?

Wow, this is really insightful information.  This is probably the missing piece that would take this game over the top.

Good work Cass.  I cannot believe no one has ever thought of this before.

I am Perpetuum.

Re: New devblog: Random assignments - The final details

Beta lockouts are necessary for the security of any newbie beta operations.

Otherwise we'd be dropping out of whatever Beta station they were near. It's not like everyone doesnt have enough accounts by now. wink

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

143 (edited by Cassius 2015-04-06 15:50:07)

Re: New devblog: Random assignments - The final details

Perpetuum wrote:
Cassius wrote:

The game needs to cater to all play styles.

Alpha needs to be profitable enough for new players to join (spend $) and learn basics and get resources
But not easy. Or bottable. Needs red spawns, roaming observers.

Beta needs to be far more profitable, and far more dangerous. Enough for a newb to want to risk bots for reward, die in PvP, and still want to come back and risk it again. And Beta needs to be open, the only way corps should be able to shut it down is by presence, not lockout mechanics.

Gamma needs to be the be all end all. Highest investment cost, best rewards, resources, industry. It needs to be defendable, but not unbreakable.

These guidelines cater to all players at all levels. It's what the game needs to survive. Currently Alpha is too easy, Beta is too risky for rewards, and Gamma is not defendable.*

*based on an actual decent playing population which the game does not currently have.

It does?

Wow, this is really insightful information.  This is probably the missing piece that would take this game over the top.

Good work Cass.  I cannot believe no one has ever thought of this before.

Wait, are you talking about my post, or every post you've ever made?

Re: New devblog: Random assignments - The final details

Maybe I was being serious, smartass.

I am Perpetuum.

Re: New devblog: Random assignments - The final details

Perpetuum wrote:
Cassius wrote:

The game needs to cater to all play styles.

Alpha needs to be profitable enough for new players to join (spend $) and learn basics and get resources
But not easy. Or bottable. Needs red spawns, roaming observers.

Beta needs to be far more profitable, and far more dangerous. Enough for a newb to want to risk bots for reward, die in PvP, and still want to come back and risk it again. And Beta needs to be open, the only way corps should be able to shut it down is by presence, not lockout mechanics.

Gamma needs to be the be all end all. Highest investment cost, best rewards, resources, industry. It needs to be defendable, but not unbreakable.

These guidelines cater to all players at all levels. It's what the game needs to survive. Currently Alpha is too easy, Beta is too risky for rewards, and Gamma is not defendable.*

*based on an actual decent playing population which the game does not currently have.

It does?

Wow, this is really insightful information.  This is probably the missing piece that would take this game over the top.

Good work Cass.  I cannot believe no one has ever thought of this before.

LOL ...Good Luck Perpetuum

Sparking to other games

Re: New devblog: Random assignments - The final details

its a minor question... but what happens this time to existing standing settings?

  • some time ago (3.5years) , you have merged the 9 sub corps of each faction into 3 corps per faction and removed the negative standing.
    despite the negative impact, the after-patch relation settings have been the average pre-patch standings you had with the merged corps.

  • later, with the noobie island release, you did it again, merging the remaining three profession corps per faction into just one standing for each faction.
    again, you have just used the averages, despite the negative impact for specialised agents that had only one high standing, and two lows (eg. combat only).

  • soon, there will be a patch to reintroduce negative standing rewards.
    what will happen this time to player with already high standings?

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: New devblog: Random assignments - The final details

Annihilator wrote:

its a minor question... but what happens this time to existing standing settings?

Nothing.

Re: New devblog: Random assignments - The final details

DEV Zoom wrote:
Annihilator wrote:

its a minor question... but what happens this time to existing standing settings?

Nothing.

Anni-I'm confused, why would anything happen to the existing standings?

RIP PERPETUUM

149 (edited by Zortarg 2015-04-10 07:28:10)

Re: New devblog: Random assignments - The final details

Celebro wrote:
DEV Zoom wrote:
Annihilator wrote:

its a minor question... but what happens this time to existing standing settings?

Nothing.

Anni-I'm confused, why would anything happen to the existing standings?

bitter vet paranoia wink

Re: New devblog: Random assignments - The final details

Zortarg wrote:
Celebro wrote:
DEV Zoom wrote:

Nothing.

Anni-I'm confused, why would anything happen to the existing standings?

bitter vet paranoia wink


What he is getting at, simple.

Just about all the vets in the game used a small yet simple exploit to max all of there standings out.  With very little time investment at all.

I am Perpetuum.